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Towncivilian

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Everything posted by Towncivilian

  1. NOTE: Server Patch 1 Hotfix includes this workaround by default. You can download Server Patch 1 Hotfix here. You do not need to update to Server Patch 1 Hotfix if you have already applied this workaround. A Linux repackage of Server Patch 1 with this workaround applied will be up soon. Linux server operators: if you have installed the Server using the binary (mta05_server_linux.bin) and not previously applied this workaround, you must apply this hotfix or the workaround described below. !!! CRITICAL: We strongly recommend anyone running a dedicated server to apply the fix below. !!! The guys over at bugtraq discovered a critical bug in the currently released MTA 0.5.x dedicated servers. The bug involves an admin exploit that can be used by a malicious user to gain access to the "Set MOTD" administration command, that is used to modify the MOTD.txt (Message Of The Day) file. The exploit can then be used to crash the dedicated server. The affected platform is Microsoft Windows. The bug still exists on all other platforms, but is currently not exploitable. !!! CRITICAL: We strongly recommend anyone running a dedicated server to apply the fix below. !!! Quick fix To fix this exploit, the "motd.txt" file, located in the server directory, will have to be set to read-only. Deleting motd.txt will NOT fix the problem! Please follow the steps for your server platform. Quick fix :: Microsoft Windows Change the "motd.txt" file attributes to Read-only. 1. Open up Windows Explorer and navigate to your server directory 2. Right click on motd.txt and select Properties 3. Under Attributes (below), make sure the Read-only box is ticked, like so: Quick fix :: *nix platforms Chmod your "motd.txt" file to 444, read-only mode. 1. cd /path/to/your/server/directory 2. chmod 444 motd.txt
  2. NOTE: Server Patch 1 Hotfix includes this workaround by default. You can download Server Patch 1 Hotfix here. You do not need to update to Server Patch 1 Hotfix if you have already applied this workaround. A Linux repackage of Server Patch 1 with this workaround applied will be up soon. Linux server operators: if you have installed the Server using the binary (mta05_server_linux.bin) and not previously applied this workaround, you must apply this hotfix or the workaround described below. !!! CRITICAL: We strongly recommend anyone running a dedicated server to apply the fix below. !!! The guys over at bugtraq discovered a critical bug in the currently released MTA 0.5.x dedicated servers. The bug involves an admin exploit that can be used by a malicious user to gain access to the "Set MOTD" administration command, that is used to modify the MOTD.txt (Message Of The Day) file. The exploit can then be used to crash the dedicated server. The affected platform is Microsoft Windows. The bug still exists on all other platforms, but is currently not exploitable. !!! CRITICAL: We strongly recommend anyone running a dedicated server to apply the fix below. !!! Quick fix To fix this exploit, the "motd.txt" file, located in the server directory, will have to be set to read-only. Deleting motd.txt will NOT fix the problem! Please follow the steps for your server platform. Quick fix :: Microsoft Windows Change the "motd.txt" file attributes to Read-only. 1. Open up Windows Explorer and navigate to your server directory 2. Right click on motd.txt and select Properties 3. Under Attributes (below), make sure the Read-only box is ticked, like so: Quick fix :: *nix platforms Chmod your "motd.txt" file to 444, read-only mode. 1. cd /path/to/your/server/directory 2. chmod 444 motd.txt
  3. There is a buildup of tachyon particles between your sub-processors and silican matrix. What you need to do is triangulate and realign your dilethium silicates with a natural hydrocarbon chains. Please stay on topic. Next time you derail a post, you'll receive a warning.
  4. If you're going to release this in the future, change your topic title to reflect that (remove "*Coming Today*"). If you're not planning a release, then say so and this topic will be locked.
  5. Several years ago, the All Seeing Eye server browser was taken offline. The only way you can view online servers currently is by checking Game-Monitor. Topic locked and unstickied (ancient, relatively useless topic). If you have any further questions about MTA 0.5, feel free to make a new topic in this section.
  6. Topic locked and unstickied. Google Code page: http://multitheftauto.googlecode.com/
  7. I AM INTERESTED IN YOUR IDEAS AND WOULD LIKE TO SUBSCRIBE TO YOUR NEWSLETTER Please provide some more details. What exactly are you trying to save? A player's current weapons and ammo?
  8. Setting the plate's numbers is part of createVehicle (but is noted to work only on certain vehicles, and then for the front or rear plate only). You can also getVehiclePlateText.
  9. Topic locked, problem solved via MSN.
  10. What's the error message that the patcher spits out?
  11. So does the cake say anything?
  12. Players on all three islands are spawned within specified cubes, at points (called nodes) where pedestrians in single-player spawn. The SCM picks random coords within a cube, gets the nearest ped node near those points, and spawns the player at that node. For Cops on SSV, a random number from 18 to 24 is picked, and then the SCM jumps to a specific portion of code specified to one of the police vehicles. The SCM checks if the vehicle is stopped and has health > 7900 (maximum in MTA is 8000, explosion point is about 7200); if that check fails then the game randomizes the spawn again. The SCM then gets the vehicle's coordinates, adds 5.0 to its X value, and spawns the player at those coordinates. When a player leaves their island, they are teleported back to their original spawn point after 10 seconds, and if they are in a vehicle, the vehicle's health is set to 7200 (so it will explode), the player is frozen, removed from car, and teleported back to spawn after 10 seconds. This island check is now present on all three islands, and is more accurate than the previous implementations; it is only triggered if the game loads another island rather than checking if a player is in a specified cube as the Portland and Staunton checks did. Spawning on the roof of the Ammunation is probably just a glitch when certain parts of the map have not loaded completely or something. Probably not fixable. The taxi desynced is vehicle 49 (sounds like vehicle 80 from VC all over again). Need to make sure it's synced on the other islands; if it is, it's related to SSV's SCM; if it's not synced on *any* island then I must remove the vehicle. I will add an option to quit the submission selection screen in Ammunation (and refund the player, of course!). To-do section updated. Thanks.
  13. I can do that for Portland. It would likely be similar to VC's spawn menu, not randomized as SSV is (as that requires getting many coordinates, but the coords might be in a file used by GTA3 somewhere). Not sure about additional weapons as I don't know which weapons are synced. I shall look into it. That's a great idea, I'm sure many players are tired of the same old island setups. In order to add Dodo(s) to Staunton, I must replace a current vehicle. If you can suggest a location and a vehicle to replace, I could place one. Is spawning on the Ammunation roof reproducible, or simply random? If it's random I probably can't do anything about it. Pressing enter too fast might just be related to slowness of a timer somewhere, I'll look into it. If you can tell me which taxi is desynced I will first make sure all proper code is existing in the SCM; if it is and it's still desynced I'll move it inside the spawn building so it's inaccessible. I'd also have to make sure the same vehicle number is synced on the other islands. Vehicles just floating in water rather than exploding? Any specific ones, or just random? I'll try to reproduce that taxi thing in Ammunation. If it's caused by the player being frozen (i.e. all controls disabled) then it's an easy workaround. I know cops are spawned near Police cars; it's set to randomize by 8 police vehicles which must have high health and are stopped. What's wrong with that? Thanks for the reply.
  14. As with MTA: Vice City, I've begun improving all three islands of GTA3:MTA. GTA3:MTA was left in a relatively complete, but unpolished state, so there's not as much to work on compared to MTA:VC. Progress is significantly faster in comparison to MTA:VC, due to a combination of experience (I started MTA:VC as a complete newbie to SCM), knowing what to look for, and somewhat better sources to work with. Here's a changelog thus far: GTA3:MTA Changes: Turismo/Shoreside Scramble race gamemodes fixed. GTA continues to execute in the pause menu, no more lame pausers during deathmatch! Implemented a check for players being dead inside vehicles. All islands now check if you left your current island and deal with you properly. Replay disabled to prevent desync. Players no longer earn money upon hitting other vehicles or entering a taxi. Trains disabled to prevent crashes. Drive-by disabled since it's unsynced, no point in wasting ammo. Pay'n'Spray blips added, and removed all non-Pay'n'Spray garages. Vehicle 49 (the teal Esperanto on Portland, some Kuruma on Staunton [sorry for not being specific], and the Taxi near the Police Station on SSV) is not synced on any island. It has been moved to an inaccessible location. Made carscanner faster. If a player killed themselves while in the Ammunation screen, the player is teleported out of the Ammunation screen and the menu is deactivated so the player can be respawned properly. Previously, if a player did this and tried to buy a Race or some weapon, the game would crash. Fixed minor text fade-in issue in the Ammunation menu. Wanted stars moved off-screen. screenshot Weapon pickup message box moved out of the way of the chatbox for readability. Fixed many vehicle placements so vehicles aren't parked on the wrong side of the road. Time advance disabled after you die to prevent a minor visual bug. Massive code optimizations. Portland: Closed off various mission-related doors (for example, Luigi's club's back door). Shoreside Vale: "Color bug" that has been plaguing this island for several versions is now massively reduced. This is also dependent on a server setting (server operators please read mtaserver.conf at RandomWeather) Player can no longer "superjump" if the player is not controllable (i.e. player is drowning, knocked down, or jumped already). Blips added for your current gang's Ammunation as well as the universal Ammunation near the Pay'n'Spray, and added the gamemode selection location on the radar as a green telephone when using the car scanner. Fixed glitch where if you are in the gamemode selection screen and another player begins a gamemode, you are trapped in the gamemode selection screen and must restart GTA3:MTA. Fixed glitch where players could spawn without a weapon of their choosing if they tried to spawn too quickly. Your $50 is refunded if you back out of the gamemode selection screen after buying a Taxi from Ammunation. Fixed many crashes and bugs in Van Heist and Ransack gamemodes. Closed off front airport building doors and added Hoods safehouse door as it appears in SP (open at an angle). Staunton: Pay'n'Spray enabled. Closed safehouse doors. american.gxt (text table used by MTA & GTA): Fixed a lot of wording to improve clarity and fix several typos. Added text that strongly suggests to not use the "start game" option after already beginning a game (i.e. restart game) as this usually crashes the game, and instead suggests to quit and start the game again if you really need to restart. Added text that dissuades people trying to load a save game in MTA. Other minor tweaks.
  15. I don't see why this couldn't be released as an official update, it's just that I haven't had much so far in the way of support of an MTA dev to fix up the client's server browser at the very least. That and there's been a general lack of stress testing with more than around 3 players, so it's difficult to test for potential regressions and such. Due to constraints of the 0.x core, playing on all three islands at the same time isn't possible (stretching 49 synced vehicles over 3 islands is not an easy task, and there would likely be general issues with the GTA3 engine itself since three islands' data would have to be loaded at once). In addition, I have implemented a check for all islands to make sure you're still on the correct island, so if you attempt to fly off your island you'll be teleported back. I know about the train glitch and will attempt to stop trains from spawning to rectify this issue.
  16. Neat pics, Ransom! I guess I had read about MTA:VC 0.5 somewhere else online and decided to check it out. Played it till ASE went blind, now I just improve it (along with GTA3:MTA) hoping that somebody will feel nostalgic and fix the server browser. It's kinda funny that I never played GTA3:MTA before I started improving it several weeks back to the best of my ability with what I've got to work with. Playing with myself is pretty repetitive. There's just something about MTA 0.5's quirkiness that gives you a fuzzy feeling inside when you're playing it.
  17. Yay, favicon now! Looks good, much better than generic nothingness.
  18. All synced variables are reset and resynced from the server upon death (or ending spectator mode), so you're likely correct. But the list of memory addresses used in MTAClient probably isn't completely accurate which results in desync and crashes.
  19. Because there isn't much information yet. Please use this thread to discuss MTA Orange in the future. Topic locked.
  20. http://www.files.mtasa.com still works.
  21. Whoever made GTAMA (GTA Mission Assembler) is a fucking moron. Worst interface ever. I'm glad Notepad++ exists, but it still blows compared to using Sanny Builder. I can't use SB for GTA3:MTA though due to some ridiculous "unknown opcode" error it spits out. Makes SCM scripting that much more frustrating and convoluted. VC's SCMs have been done for around 5 months now. Will post a thread about GTA3:MTA SCM fixes soon when I finish SSV and Staunton. There's really not much to do besides a lot of code optimization and some polishing, but I haven't played GTA3:MTA nearly as much as I played MTA:VC so I'm not familiar with whatever bugs and glitches exist (feel free to drop hints, though!). I'd post some screenshots but there's really nothing terribly interesting yet. I can try to get some VC screens if anybody still gives a crap, but there isn't anything ginormous to speak of there either (at least in my opinion). Feels like I'm talking into an echo chamber (which I probably am).
  22. That definitely looks like one of them. EDIT: Clip sounds like "you keep us alive always" to me.
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